class xT_PlayerCamera extends GamePlayerCamera;

var int TargetFreeCamDistance;

protected function GameCameraBase FindBestCameraType(Actor CameraTarget)
{
	return ThirdPersonCam;
}

/** Tactical pause camera update */
event Tick(float DeltaTime)
{
	super.Tick(DeltaTime);
	if ( (xT_PlayerController(PCOwner).IsInTacticalPause()) && (bAlwaysTick) ) UpdateCamera(DeltaTime);
}

//=============================================================================
// Default Properties
//=============================================================================
defaultproperties
{
	bAlwaysTick = TRUE //for tactics pause controll
	ThirdPersonCameraClass=class'xLED_TACTICS.xT_PlayerCamera_OrbitCamera'

	CollisionType = COLLIDE_BlockAll

	//Physics=PHYS_None
	Physics = PHYS_Custom

	bCollideActors = TRUE
	bBlockActors = TRUE
	bCollideWorld = TRUE

	Begin Object Class=CylinderComponent Name=CollisionCylinder
		CollisionRadius=+032.000000
		CollisionHeight=+032.000000
		BlockNonZeroExtent=true
		BlockZeroExtent=true
		BlockActors=true
		CollideActors=true
	End Object
	CollisionComponent=CollisionCylinder
	Components.Add(CollisionCylinder)

}
